[Bf-blender-cvs] [64dc1fd] master: Simplify GLSL in bump mapping, use gl_NormalMatrix where appropriate. tangents are directions and should be transformed like directions.
Antony Riakiotakis
noreply at git.blender.org
Tue Oct 21 15:00:43 CEST 2014
Commit: 64dc1fd4082baaf7064505d8aff679ffabede8c3
Author: Antony Riakiotakis
Date: Tue Oct 21 15:00:12 2014 +0200
Branches: master
https://developer.blender.org/rB64dc1fd4082baaf7064505d8aff679ffabede8c3
Simplify GLSL in bump mapping, use gl_NormalMatrix where appropriate.
tangents are directions and should be transformed like directions.
===================================================================
M source/blender/gpu/intern/gpu_codegen.c
M source/blender/gpu/intern/gpu_material.c
M source/blender/gpu/shaders/gpu_shader_material.glsl
===================================================================
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index 322d370..4182f51 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -665,7 +665,7 @@ static char *code_generate_vertex(ListBase *nodes)
for (input=node->inputs.first; input; input=input->next)
if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
if (input->attribtype == CD_TANGENT) { /* silly exception */
- BLI_dynstr_appendf(ds, "\tvar%d.xyz = normalize((gl_ModelViewMatrix * vec4(att%d.xyz, 0)).xyz);\n", input->attribid, input->attribid);
+ BLI_dynstr_appendf(ds, "\tvar%d.xyz = normalize(gl_NormalMatrix * att%d.xyz);\n", input->attribid, input->attribid);
BLI_dynstr_appendf(ds, "\tvar%d.w = att%d.w;\n", input->attribid, input->attribid);
}
else
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index f91fd7a..32d7e04 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -1169,7 +1169,7 @@ static void do_material_tex(GPUShadeInput *shi)
}
else if (mtex->normapspace == MTEX_NSPACE_OBJECT) {
/* transform normal by object then view matrix */
- GPU_link(mat, "mtex_nspace_object", GPU_builtin(GPU_VIEW_MATRIX), GPU_builtin(GPU_OBJECT_MATRIX), tnor, &newnor);
+ GPU_link(mat, "mtex_nspace_object", tnor, &newnor);
}
else if (mtex->normapspace == MTEX_NSPACE_WORLD) {
/* transform normal by view matrix */
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 23716c8..5a0812c 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -1507,9 +1507,9 @@ void mtex_nspace_world(mat4 viewmat, vec3 texnormal, out vec3 outnormal)
outnormal = normalize((viewmat*vec4(texnormal, 0.0)).xyz);
}
-void mtex_nspace_object(mat4 viewmat, mat4 obmat, vec3 texnormal, out vec3 outnormal)
+void mtex_nspace_object(vec3 texnormal, out vec3 outnormal)
{
- outnormal = normalize((viewmat*(obmat*vec4(texnormal, 0.0))).xyz);
+ outnormal = normalize(gl_NormalMatrix * texnormal);
}
void mtex_blend_normal(float norfac, vec3 normal, vec3 newnormal, out vec3 outnormal)
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